more item images for multiplayer use
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- Art Contributor
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Jetryl wrote:
that's nice, and i'll go on polishing in any caseIt looks plenty good enough.
...we'll put these in-game
- Attachments
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- windmill-alpha-png-18frames.zip
- 18 frames as png with an alpha channel
- (151.14 KiB) Downloaded 206 times
- Rocket Slug
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- Location: I ate my map and now I'm lost
Haha, I'd play it.traverser wrote:hooray, we can now make a Don Quixote campaign
- Eleazar
- Retired Terrain Art Director
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Will we get more of these? or at least the transparent files of the ones you've done?Kaldred wrote:Here some new pics from my statues. I´m very busy currently, but i try to work further on them. With the second one im not satisfied (I have a newer verion of this but i don´t want remake the pictures ). And the fifth one use the rotten plants of the third, but i will draw them new in the next version.
Some sugesstions to make them better?
A Problem by the ruined one is that the head going out of the hex so they must be used as halo.
Feel free to PM me if you start a new terrain oriented thread. It's easy for me to miss them among all the other art threads.
-> What i might be working on
Attempting Lucidity
-> What i might be working on
Attempting Lucidity
- Eleazar
- Retired Terrain Art Director
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last night i committed some stuff from this thread, including the 18 frame windmill
Feel free to PM me if you start a new terrain oriented thread. It's easy for me to miss them among all the other art threads.
-> What i might be working on
Attempting Lucidity
-> What i might be working on
Attempting Lucidity
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- Art Contributor
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I've polished the windmill.
I hope, that this time the shadows are in the right angle of 45°.
I hope, that this time the shadows are in the right angle of 45°.
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- windmill-alpha-png-18frames-0.2.zip
- (144.01 KiB) Downloaded 277 times
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- 18 frames at 110ms
- windmill-green.gif (99.76 KiB) Viewed 4605 times
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That's incredible.
What would make it even better is if you added shadow to the blades to each other. But that might just me trying to find mistake in everything.
But I'm thinking (forgive me if someone mentioned this already), units and figures on the map only move when specific triggers are activated. It'd look weird on the background if it was the only moving thing...
[EDIT] I also noticed that the shadow on the windmill, after a certain point just jumps down suddenly, suggesting some jutting out, and consequently squarish, contradictory of your circular intention. You might want to fix that.[/EDIT]
Last question, is it gonna count as a village?
What would make it even better is if you added shadow to the blades to each other. But that might just me trying to find mistake in everything.
But I'm thinking (forgive me if someone mentioned this already), units and figures on the map only move when specific triggers are activated. It'd look weird on the background if it was the only moving thing...
[EDIT] I also noticed that the shadow on the windmill, after a certain point just jumps down suddenly, suggesting some jutting out, and consequently squarish, contradictory of your circular intention. You might want to fix that.[/EDIT]
Last question, is it gonna count as a village?
If memory serves, one of the (very) long term goals is to have fully animated backgrounds. Swaying trees, flowing rivers etc. Plenty of units already have idle animations.Changeling wrote:But I'm thinking (forgive me if someone mentioned this already), units and figures on the map only move when specific triggers are activated. It'd look weird on the background if it was the only moving thing...
I don't understand the rest of what you said.
PS. The shadows of the blades drip with awesomeness.
- Sgt. Groovy
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- Art Contributor
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- Joined: July 18th, 2006, 12:23 am
This Shadow you mentioned only drops of wings near the center where the wings already are darker and is that minimal, that this shadow would be hard to recognice. So i don't know, if it is worth the effort.What would make it even better is if you added shadow to the blades to each other. But that might just me trying to find mistake in everything.
The picture i added, shows the difference.
I see, it looks better. If i don't go crazy on that mill, i'll overlay the shadows for the blades.
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- You should see the difference, then it is worth changing.
- windmill_wing_shadow.png (13.61 KiB) Viewed 4456 times
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that's good, but can you lighten the top blade?
If you hover your mouse over the two, you'll see that it's overextended for it to just cover with one frame.
I imagine, though, that your shadow for the right blade should be longer. and a little bit higher.
The problem I had is below, frames 25 and 30.[EDIT] I also noticed that the shadow on the windmill, after a certain point just jumps down suddenly, suggesting some jutting out, and consequently squarish, contradictory of your circular intention. You might want to fix that.[/EDIT]
If you hover your mouse over the two, you'll see that it's overextended for it to just cover with one frame.
I imagine, though, that your shadow for the right blade should be longer. and a little bit higher.
*Still confused*Last question, is it gonna count as a village?
Last edited by Changeling on April 11th, 2007, 1:54 am, edited 2 times in total.
- Eleazar
- Retired Terrain Art Director
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Not normally, unless the campaign designer decides to make it so.Changeling wrote:Last question, is it gonna count as a village?
Feel free to PM me if you start a new terrain oriented thread. It's easy for me to miss them among all the other art threads.
-> What i might be working on
Attempting Lucidity
-> What i might be working on
Attempting Lucidity
- Eleazar
- Retired Terrain Art Director
- Posts: 2481
- Joined: July 16th, 2004, 1:47 am
- Location: US Midwest
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doneJetryl wrote:Eleazar, could you commit his most recent version of the windmill to SVN?
Feel free to PM me if you start a new terrain oriented thread. It's easy for me to miss them among all the other art threads.
-> What i might be working on
Attempting Lucidity
-> What i might be working on
Attempting Lucidity